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sheson

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Everything posted by sheson

  1. DynDOLOD 1.47 As always, there is no need to generate from scratch or update anything unless you want to. By creating backups of the current LOD you can always try to update an existing DynDOLOD.esp first before generating from scratch. If weird things happens restore backup. It is a matter of seconds with the right modding tools. You need to download and use FO4Edit PreRelease Alpha (FO4Edit 3.1.3 - 67b61d7 dated 17 February 2016) or newer Despite the name, this is TES5Edit.exe - if there happens to be no TES5Edit.exe in the download archive, rename/copy *.exe whatever its name is to TES5Edit.exe - see its readme for further details. This latest version contains the latest LODGen.exe v1.0.0 beta which is required. Older LODGen.exe version will most likely just crash. If updating an existing save game with a new generation from scratch follow the save game update procedure. RTFM Uninstallation / Updating, watch the video or check DynDOLOD SkyUI MCM. In any case, always save in an interior. The latest Papyrus Scripts are backwards compatible with 1.46. To update an existing save game only with new scripts, first deactivate DynDOLOD, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Replace scripts, start game, load the save, go outside, activate DynDOLOD. If you do not intent to generate LOD, do not replace/overwrite anything else like meshes or textures from 1.46 to not disturb an existing save game.If you intend to update LOD of an existing save game by updating the existing DynDOLOD.esp, overwrite the 1.46 meshes but do not delete any of the old meshes/textures so either a file is the old or new version but not one of the old files goes missing.If you intend to generate LOD from scratch, replace - not overwrite - the meshes/textures from 1.46. Delete meshes/textures from 1.46 first, then install the meshes/textures from the archive.(If you came here because of Legacy of the Dragonborn (Dragonborn Gallery) 1.5 you will have to generate from scratch) To update DynDOLOD Worlds.pas, delete all files in ..\TES5Edit\Edit Scripts\DynDOLOD\*.* first. Then install the new version, overwriting DynDOLOD Worlds.pas/DynDOLOD TexGen.pas as well if they are still there. The new DynDOLOD Worlds.pas 1.47 will report missing nifs it wanted to use for dynamic LOD (it will ignore them now): Missing model "meshes\..\*.nif" - ignoring * [sTAT:xxxxxxxx] for dynamic LOD Mods often have left over base elements referencing non existing nifs. Look up the form id [sTAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Reload the record and check bottom for tab 'Referenced By'. If the tab is missing the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author. The new DynDOLOD Worlds.pas 1.47 and new LODGen will use tree LOD billboards in static LOD in case a tree wasn't done as traditional tree LOD. Older versions used a nif with a vanilla tree texture. When it generates the texture atlas for these trees it can generate messages like: which can be ignored - traditional tree LOD does not use a normal map either. However, if normal map textures with the correct file name exist they will be used and probably improve the visuals. While the trees ultra option uses 3D static trees, this new feature can be used to replace the traditional billboard tree LOD by a static billboard tree LOD that won't suffer from the 3rd person stutter when crossing cell borders. See bottom of ..\Options\trees.ultra\DynDOLOD-Trees.txt for a little bit more info. Speaking of which, the process to generate ultra trees is now as simple as changing 1 ini setting and adjusting a mesh rule. Buy some heap memory if using the now working "Full model" option. We will have to figure out the finer details of these two new features together in the future. It looks really good but oh boy does LODGen run forever and produce huge files... Lower fBlockLevel0Distance= in SkyrimPrefs.ini (or in DynDLOD MCM Settings) For enthusiast modders and pros, best to use the "tools" to create dedicated 3D statics even if they are 1:1 replicas. Double check result in nifskope in case it uses to much data of the full model from the automatic process. Just ask for help if instruction seem unclear or do not work as they should - since this is work in progress.. Immersive Content - Realistic Outdoor Lights - if using the candles rules already, you can the update existing LOD to discover more lights. There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details. Lanterns of Skyrim - There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details. For these mods rules were added/updated - there should be no need to generate from scratch, updating should work. The changes are very minor in most cases. Apotheosis - Lifeless Vaults Tiny Calm Garden Volundr JKs Cities - Lite and SuperLite (no need to update - unless someone just noticed oddities and didn't get the patch that I already posted a while back) Verified working out of the box Hunting in Skyrim - A Hunting Guild Scoundrel's Fall Shor's Stone Skyrim Wayshrines LITE - SWIFT LITE Vjarkell Castle Whistling Mine Winterhold Rebuild Fixes include Floating fires in the Dragonsreach Great Porch in Whiterun - reported by Paolino Flickering textures with ENB sunrays and Glow LOD reported by snares Green grass fix for Enhanced Landscapes reported by TGA Works now with Claralux in the load order - not sure about Claralux patches - still testing the mod DynDOLO Worlds.pas now works with mods that extend the worldspace borders (out of bounds) reported by Astakos Those 3 reported mods already get pretty decent LOD out of the box, but some of the LOD textures could use some attention to match the full models better so I don't list them yet. The latest xEdit now supports STAT with Has Tree LOD flag when generating tree LOD. DynDOLOD includes the 2 billboards for Dragonborn/Solstheim heavy snow pine. This will be added to TES5LODGen and the vanilla billboards, of course. [spoiler=Changelog 1.47]DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe DynDOLOD Worlds.pas - simplified generation of ultra tree LOD DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods DynDOLOD Worlds.pas - optimized rule matching DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD DynDOLOD Worlds.pas - always skip marker when processing worldspace DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings DynDOLOD Worlds.pas - addjust option windows for title bar height DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games DynDOLOD-rules - added/updated rules for better compatibility with mods Papyrus Scripts - write a debug message to log in case files are out of sync Papyrus Scripts - added information MCM page Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default Papyrus Scripts - optimized parts of MCM Papyrus Scripts - updated activating/deactivating function to be more robust Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts Papyrus Scripts - print debug message for all instances when a model is enabled Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.46 Do not use DynDOLOD Worlds.pas with FO4Edit.exe under any circumstances.
  2. Two different problems then. Check the mini dump again. You can lower the heap setting so it is just somewhat higher than the max usage, say to 550 or so. Now verify if CTD goes away if you deactive the esp. If that is the case then rename data\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json to something else so it can't find the file anymore. See if CTD goes away. If that is the case, restore the file and do the debug test for invaid nif as explained in the ..\Docs\DynDOLOD-README.txt
  3. The game crashes when heap memory reaches the initial max setting and a cell border is crossed. The Memory Blocks Log verifies that this is happening. The only solutions for this CTD is to increase the max heap setting, reduce memory consumption so that the max heap setting is never reached or to not cross a cell border while the initial heap is maxed out. This is one of the few CTD causes that is easy to determine and easy to fix.
  4. The logs last line shows first block reaches the max setting of 512. You need to increase the heap setting in SKSE.ini until the fist column never reaches the new increased max value. There should be no issue with existing data and everything should continue to just work. The only "issue" could be if Alternate Start adds new objects, they would have no LOD. Updating the existing DynDOLOD.esp should work but is not required, especially if you do not miss anything that you know should have LOD, like an obvious Farmhouse. Create a backup of the existing DynDOLOD.esp and the meshes, skse, textures you copied from the output folder before updating the esp and you should be ready for anything. You need to resolve any errors in the load order first. In TES5Edit left window right click on the mod you want to check for errors (or mark them all first), then select 'Check for errors'. It should find the [02165DA3] and list the record that contains the unresolved data. Depending on what it is, replace the wrong form id by correct value, if you can figure it out, or just by 0. Or delete the entire record or whatever :)
  5. Well the memory blocks log well be clear cut. If you crash and the left column reached the exact same number as the max value report on top you need to increase heap. If it stays below the max, the heap settings is fine. You need to test at the time of crash to be certain. No problems with the new generation yet? There will be a new DynDOLOD version later today that will print lines about missing nifs (and not use them for LOD) which would just leave invalid nifs. But if it only happens later in the game and has to be an object that get enabled by a quest or something later.
  6. We already have pinpointed to PapyrusUtil 3.1/3.2 differences and by the crash log there seems to be some relation when interacting with MCM. I think we will figure this out eventually. Based on that, can you download these Papyrus Scripts and see if by chance they change anything. There are two versions that are identical in function. The ones in the Scripts_Debug print lines to the papyrus log. So if these scripts do not change anything, post the papyrus log with the debug scripts from the game loading with the CTD. The linked discussion suggests the user not doing the clean routine properly - there simply should not be that much data left over after the clean save. Not that removing an esp form an existing save game is recommended at all, as you know. As the DynDOLOD manual and everybody else explains, there is no such thing as a save removal of mod from a save game. Removing DynDOLOD is relatively save because the scripts are only attached to and manipulate objects added by DynDOLOD itself. There should be only 1 version of each script or so left over in a clean save. Also, since it was discussed there, USLEEP Swap Masters Script should work without problem on any existing DynDOLOD.esp.
  7. Have you verified heap memory usage with Memory Blocks Log yet? Did you generate LOD again after adding any of the new mods? Then there could be an invalid/missing nif. Someone from the STEP team can answer these questions better than I. I can only give general hints - the details you are asking for is what things like the STEP guides are for. "Normal" modding is Skyrim can already be complex by itself if starting anew, because there so many different types of mods. 1) The STEP Guide is constantly updated with the lasted information. Follow recent (mid 2015 and newer) modding guides instead of using old forums posts. The recent ones should cover both ENBoost and Memory Patch (build into SKSE) and Memory Block Log to verify is works. 2) All these managers have pros and cons. If you never used any of these before I suggest to use MO - also for the fact that most up-to-date guides are for it. Not overwriting physical files is a great plus for modding users who constantly change things ;) 3) You use the tools that a guide requires you to use for whatever task it is you want to do. 4) Install order of assets like meshes/scripts/textures packed in *.BSA and loose files and the order of mods esm/esp (LOOT + manual sorting) order is crucial. There is no order for dll plugins, they just work. ENBs that come with meshes/textures/*.esp should be installed first like any other mods. Patchers like DynDOLOD need to be run when the load order is finalized (so typically after cleaning, merging, LOOT). Ini tweaks can be done at any time. 5) You only need to select the esps that actually add objects that have LOD or that you want LOD for. Typically landscape, town or house mods. Quests mods add buildings too sometimes. Check all and it will discover any suitable object. The only relationship between what mods are selected and ILS is that -> the more mods -> the more LOD data is generated -> the more memory is needed. Sorry to tell you, but 3 days is nothing... this will easily translate into weeks, months and years.
  8. FAQ: Skyrim: ILS or CTD A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
  9. Ops typo, that was meant to be 40MB... The mesh for that tree is 395kB and the tree is used a 110 times.
  10. Please edit SKSE.ini and add or change [Debug] WriteMinidumps=1 Then produce the crash. Find minidump in c:\Users\[username]\Documents\My Games\Skyrim\SKSE\Crashdumps\*.dmp Go to https://www.osronline.com/page.cfm?name=analyze and upload it. Copy/paste the text of the result into spoiler tags here.
  11. It rather shows how important it is to create optimized LOD versions. This one heavy snow tree full model is 400MB 40MB alone. Some pruning is needed...
  12. So I have been working on LODGen.exe to better support full model trees static LOD SFO 2.3 full model trees as static LOD No problem loading and running around using SSD... it loads things Ok 8 GigaByte *.bto LOD files ... Loading this save requires more than 1024 heap - which is the limit of SKSE. Use your own patch or SSME I guess Also impressive display how 7.4m triangles is nothing as long as draw calls is low.
  13. What happens if you just remove the MCM.pex and leave the others in place? That didn't work at all? When you say "corrupted" save do you mean it doesn't even load when esp and all .pex are removed again - maybe they work with PapyrusUtil 3.1? Use the latest papyrus scripts from the update post and if problem persists check the MCM Information page
  14. Can you check with the newer scripts dated 22.11.2015 from the update post? I need to understand the exact steps. You are loading a clean save in interior which always works - then save while still in the interior or do you have to go outside first? Either way, the DynDOLOD MCM has registered. Then trying to load the last save it CTDs (or not depending on the scripts/Papyrus Util version)
  15. I know (older?) PapyrusUtil can CTD if trying to access the json files to early the very first time at initialization - waiting a second or 2 fixed that. Maybe the large co-save contributes back to a similar problem and something doesn't have enough time anymore. To narrow it down could you remove all Papyrus SHSESON_DynDOLOD_*.pex scripts and see if it works? Then add one by one in the following order and test each time SHESON_DynDOLOD_MCM.pex SHESON_DynDOLOD_LODObject.pex SHESON_DynDOLOD_Firstborn.pex SHESON_DynDOLOD_Minion.pex SHESON_DynDOLOD_Master.pex If it crashes after adding one, remove it again and add the next. Let me know with which script it crashes and which seem fine.
  16. Also try overwriting with 3.1 specifically. If a new generation changes anything I would assume it be something like nifs/textures changed in the meantime. We can try plenty of things over the next days/weeks no worries. You could also try to continue troubleshooting by disabling other mods using dlls. Correct
  17. The new co-saves without DynDOLOD should be a couple 10kb smaller then. I am still wondering about PayrusUtil 3.1/3.2? SexLab includes the new version. Did you generate LOD with Windows High glow LOD? Is there a difference activating the esp again on an interior/exterior clean save?
  18. The co-save contains a lot of data from nioverride/chargen from race menu - which judging from the logs is body morphs - probably by other mods utilizing racemenu. DynDOLOD data in the co-save seems fine and is not that much as expected. All its data in the co-save is saved/loaded via PapyrusUtil. If you are using 3.1, try 3.2 or vice versa. If you still have older saves, can you try to pinpoint when the co-save started getting larger and what mods you added/updated at that time? I believe the most recent dll updates seem to be CrashFixPlugin.dll and SexLabUtil.dll. The first seems like a good candidate that could cause weird issues. There is also quite some data in the co-save from the second. The skse.log is truncated just when it should get interesting. After the "dispatched message." it should continue with something like loading co-save Loading mod list: (0 -> 0) Skyrim.esm (1 -> 1) Update.esm (2 -> 2) Dawnguard.esm (3 -> 3) HearthFires.esm (4 -> 4) Dragonborn.esm (5 -> 5) Unofficial Skyrim Legendary Edition Patch.esp etc... I am not sure what happens between dispatched and loading co-save or if it just couldn't flush loglines while already reading co-save data. skse_nioverride.txt for example seems to indicate it loads data already unless I am interpreting that wrong. Compare log file times if they are indeed from the same load - maybe delete them all before trying again to not be confused by old ones. Did you try loading the game without the co-save (rename it)? It may be worth checking which of the other dll should write logs there and may be missing.
  19. BTT files are not meshes. They store x, y, z and and an ID. The ID is used to look up more data in the lst file. Like width and height and the uv map for the texture atlas.
  20. If those trees are not straight up but rather tilted or lying on the ground for example they are done a static LOD. That would mean there is only one problem of static LOD not unloading.
  21. I assume the save you are loading already had those other mods active before? If it only happens the first time I guess we do not to be concerned really. I would still like to understand why. Do you mind uploading the esp and the json files from the skse output folder somewhere?
  22. This is really weird why that should be a problem in your case only. Did you alter Skyim.ini [Papyrus] section? How big is the DynDOLOD.esp? Is that pause happening on subsequent loads as well?
  23. Winterhold Rebuild works completely out of the box with LOD updating as the rebuild progresses. Tanners Ridge Treehouse will have LOD for the big tree and a few pieces of straw used for the roofing but miss walls and other elements used to puzzle the house itself. It would require custom rules depending how much of it is wanted for LOD. From a distance everything is behind lots of trees, so it might be just good enough as it is. Syerscote will need custom rules for the new buildings the mod comes with for sufficient LOD.
  24. Is the world actually loading and working for a few seconds before it CTDs? I see MCM initializing. If so do the invalid nif check from the readme. If not please upload logfiles from c:\Users\[username]\Documents\My Games\Skyrim\SKSE\*.log
  25. I only know this behavior from quest heavy mods like Interesting NPCs or Immersive Citizens - AI Overhaul. Never seen this with DynDOLOD and no reports about this so far. So you have this just with the updated esp, while meshes/skse/textures from output disabled? Could you try also to disable meshes/textures/script from the download archive and only have the esp active? My next step would be to try with default inis to see if that makes a difference. You can switch sides with nifskope to find the best angle and then use photoshop to edit the canvas of the billboard so that the trunk is in the middle. Billboards dds can have a txt file next to them (check the vanilla billboards) to set height/width/scale/z-shift However, those leaf less trees are prime targets to be done as 3D statics. There will be an updated LODGen.exe soonish that can deal with all types of full model trees, side effect from FO4..
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